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Magic Item Daily Power Usage Limits
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<blockquote data-quote="CapnZapp" data-source="post: 4599750" data-attributes="member: 12731"><p>Well, this particular problem isn't as insurmountable as you all might make it out to be.</p><p></p><p>In a nutshell: <strong>don't have multiple identical items</strong>. </p><p></p><p>There's an upside to this as well - it makes items more unique (doh!), which is good for keeping the mystery and magical feeling of things.</p><p></p><p>Consumables yes, but permanent items no. Possibly excepting the generic "Magic Item" items with no bonus powers, but those are boring already.</p><p></p><p>Having a rule that says something mumbo-jumbo like "magic items radiate mystical energies, and two items with the same powers interfere with each other." which is easy to justify in-game.</p><p></p><p>Then you as the DM could say that two Dwarven Armours won't work if brought within 10 squares of each other, say. And that their energies linger throughout a short rest (so you can't just use Bags of Holding to switch copies) or whatever you need to rule to stomp down on rules-lawyers trying to find loopholes...</p><p></p><p>You could also rule that almost-identical items still interfere with each other in unpredictable ways. (Giving you carte blanche to disallow two different items who could be combined for pretty much the same result)</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4599750, member: 12731"] Well, this particular problem isn't as insurmountable as you all might make it out to be. In a nutshell: [B]don't have multiple identical items[/B]. There's an upside to this as well - it makes items more unique (doh!), which is good for keeping the mystery and magical feeling of things. Consumables yes, but permanent items no. Possibly excepting the generic "Magic Item" items with no bonus powers, but those are boring already. Having a rule that says something mumbo-jumbo like "magic items radiate mystical energies, and two items with the same powers interfere with each other." which is easy to justify in-game. Then you as the DM could say that two Dwarven Armours won't work if brought within 10 squares of each other, say. And that their energies linger throughout a short rest (so you can't just use Bags of Holding to switch copies) or whatever you need to rule to stomp down on rules-lawyers trying to find loopholes... You could also rule that almost-identical items still interfere with each other in unpredictable ways. (Giving you carte blanche to disallow two different items who could be combined for pretty much the same result) [/QUOTE]
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